Handle shader matrix correctly when ignoring canvas transform
bug:20063841
Restores old SkShader matrix behavior from before the Glop refactor.
Many drawing operations draw without sending the canvas transform to
the GL shader. In such cases, we need to adapt the matrix sent to the
SkShader logic to invert the canvas transform that's built into
the mesh.
Change-Id: I42b6f59df36ce46436322b95bf9ad2140795ee58
diff --git a/libs/hwui/GlopBuilder.h b/libs/hwui/GlopBuilder.h
index b335a2c..549bb21 100644
--- a/libs/hwui/GlopBuilder.h
+++ b/libs/hwui/GlopBuilder.h
@@ -16,6 +16,7 @@
#ifndef RENDERSTATE_GLOPBUILDER_H
#define RENDERSTATE_GLOPBUILDER_H
+#include "Glop.h"
#include "OpenGLRenderer.h"
#include "Program.h"
#include "renderstate/Blend.h"
@@ -32,14 +33,14 @@
class RenderState;
class Texture;
class VertexBuffer;
-struct Glop;
-enum class TextureFillFlags {
- kNone = 0,
- kIsAlphaMaskTexture = 1 << 0,
- kForceFilter = 1 << 1,
-};
-MAKE_FLAGS_ENUM(TextureFillFlags);
+namespace TextureFillFlags {
+ enum {
+ None = 0,
+ IsAlphaMaskTexture = 1 << 0,
+ ForceFilter = 1 << 1,
+ };
+}
class GlopBuilder {
PREVENT_COPY_AND_ASSIGN(GlopBuilder);
@@ -57,7 +58,7 @@
GlopBuilder& setMeshPatchQuads(const Patch& patch);
GlopBuilder& setFillPaint(const SkPaint& paint, float alphaScale);
- GlopBuilder& setFillTexturePaint(Texture& texture, int textureFillFlags,
+ GlopBuilder& setFillTexturePaint(Texture& texture, const int textureFillFlags,
const SkPaint* paint, float alphaScale);
GlopBuilder& setFillPathTexturePaint(PathTexture& texture,
const SkPaint& paint, float alphaScale);
@@ -69,7 +70,10 @@
float alpha, SkXfermode::Mode mode, Blend::ModeOrderSwap modeUsage);
GlopBuilder& setFillTextureLayer(Layer& layer, float alpha);
- GlopBuilder& setTransform(const Matrix4& ortho, const Matrix4& transform, bool fudgingOffset);
+ GlopBuilder& setTransform(const Snapshot& snapshot, const int transformFlags) {
+ setTransform(snapshot.getOrthoMatrix(), *snapshot.transform, transformFlags);
+ return *this;
+ }
GlopBuilder& setModelViewMapUnitToRect(const Rect destination);
GlopBuilder& setModelViewMapUnitToRectSnap(const Rect destination);
@@ -98,6 +102,8 @@
void setFill(int color, float alphaScale,
SkXfermode::Mode mode, Blend::ModeOrderSwap modeUsage,
const SkShader* shader, const SkColorFilter* colorFilter);
+ void setTransform(const Matrix4& ortho, const Matrix4& canvas,
+ const int transformFlags);
enum StageFlags {
kInitialStage = 0,